ghostpia: Season One has sold 10,000 copies!

ghostpia Season One

"In my dreams, I can get out. In my dreams, I can fit in." 'ghostpia' mixes the adorable art style of an illustrated book with glitches-and-noise effects. There are no choices to be made. There's only a lonely girl in a ghost town and her story full of mystery, friendhood...and a bit of violence.

Hello, everyone. This is Chosuido, the development team behind ghostpia: Season One. We're writing to celebrate a milestone we are very happy about. [h2]Counting all platforms and regions, ghostpia: Season One has now sold over 10,000 copies! [/h2] Knowing that 10,000 people all over the world have bought and played our game fills us with joy! To celebrate, ghostpia's illustrator, Yamamoto Suzume, has drawn a brand-new illustration never seen before! [img]{STEAM_CLAN_IMAGE}/43153447/98a37e9ff231157b2ae630ecedbcb81702ea4a42.png[/img] Even though they got such a nice cake to celebrate the 10,000 copies, they're eating it sitting on the ground. That's just what you'd expect from them, and you can't help but smile. Of course, compared to the legends in the world of visual novels, 10,000 copies is nothing. But to us, it's a goal worthy of gratitude and celebration. The most marketable sub-genre within visual novels is that of romance sims. You know, the ones where you choose a girl and try to romance her. But ghostpia, even though it's a Japanese indie visual novel, doesn't fit into that category, which doesn't make it easy to sell. At first, we were honestly scared that we wouldn't even sell 100 copies. This is why this achievement makes us so happy. (To be honest, most of the sales are actually from countries other than Japan, which is extremely surprising but also made us very happy. If you're reading this news in one of its translated versions, thank you!) [h2]Let's talk about the past for a bit.[/h2] This happened a while ago, sometime around 2009... Chosuido had just come together. We, as high-schoolers, participated in an event where people come together to sell their indie stuff. Back then, online platforms weren't as popular as they are now, and people still sold games by burning them on CDs at home. There was a huge crowd at the event, and we Chosuido members, young and hopeful, thought that with all that people, we were bound to sell at least a few dozens of copies. We manned our booth from morning till night, and the day was over before we realized it. The grand total of sales was... zero. The truth was obvious: just because there are a lot of people, it doesn't mean that they'll buy your game. They have to actually feel interested in it. This, in turn, made us realize another thing: this result meant that nobody was interested in our game. Crushed and dejected, we still had the force to promise ourselves that we would try making something even better that people would be interested in. Now, we wish we could go back in time and comfort our past-selves by telling them that their long efforts were not in vain. Our first effort led to no sales at all, but now, with ghostpia, we reached 10,000, and we hope to make it to 15,000 or even 20,000 one day. Thank you for reading this boring old story. [h2]Chosuido today and tomorrow[/h2] Right now, we at Chosuido are hard at work making ghostpia: Season Two. We're a small team of four people working in Tokyo, Japan. (And not working exclusively on ghostpia either, since we all have fulltime jobs.) Developing a game like ghostpia takes a lot of time, and we aren't exactly the fastest to begin with. We're sorry to make you wait, but we want to deliver you something that is well worth the wait. Thank you for your patience. Maybe leave us a comment on X if you feel like it. That was all from Chosuido. Thank you for all your love for ghostpia: Season One. Chosuido